Pilot Archive
Thread: Anyone acutally use these?
/pumpreactor
/eweapons
/jstart1 2, or 3.
/eshields
/vrepairother
/inspacerepair
/inspacereload
/inspacerr
/ethrust
/ptrap1
/ptrap2
/epulse1 and 2
( Bstrike, IFF, Vampric Repair, and Epulse3 have been intentionally ommited.)
I always remember jumpstart after the guy I was helping ona tier 3/4 mission dies. Does that count? ![]()
They usually bring CtSS and other droid commands along for the next try. ![]()
I use eshields occasionally when I get back from Deep Space with everything disabled to reset the whole mess.
I use epulse 2 all the time every time I jump into deepspace just to nail any load campers.
Caught 2 JSF's camping once...was kinda funny to see their tells afterwards...
I use ethrust to reset my overloads. Just to save on the droid memory I guess..
Shona
Pump Reactor is really only useful if your DI is blown away and you have nothing to lose - considering that if you scram the reator you are DEAD.
Emergency Weapons is very powerful when trying to take out a target that can't hit you (such as when you are underneath a gunboat or the corvette after Gun 5 is down). If you expect to take any fire, however, it might as well be an EJECT button.
Pirate Trap is the sort of thing I'd only use if I wanted to occupy the enemy AND get some more xp - because any time you'd actually need the help, they're too much of a liability since they always seem to target the caller first.
E-Pulse can be powerful but not at the cost of draining your shields and capacitor - it's like a one-shot Emergency Weapons, see above.
Jump Start? Haven't tried it yet but I wonder... does this work on escort targets? Sometimes it would be nice to use it on a freighter or whatever you're escorting to heal it between waves.